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#include <raylib.h>
#include <cmath>
#include <raymath.h>
#include "lib/gameState.hpp"
#define CIRNO_SPRITE_POSITION {-26, 156}
constexpr float TRANSITION_TIME = 1.5f; // in seconds
inline void drawCirno(GameState &gs) {
switch (gs.curExp) {
case NEUTRAL:
DrawTextureV(gs.AssetManager.load("cirno-neutral"), CIRNO_SPRITE_POSITION, WHITE);
break;
case PISSED:
DrawTextureV(gs.AssetManager.load("cirno-pissed"), CIRNO_SPRITE_POSITION, WHITE);
break;
case HURT:
DrawTextureV(gs.AssetManager.load("cirno-hurt"), CIRNO_SPRITE_POSITION, WHITE);
break;
case JOY:
DrawTextureV(gs.AssetManager.load("cirno-joy"), CIRNO_SPRITE_POSITION, WHITE);
break;
case WOW:
DrawTextureV(gs.AssetManager.load("cirno-wow"), CIRNO_SPRITE_POSITION, WHITE);
break;
case TIERED:
DrawTextureV(gs.AssetManager.load("cirno-tiered"), CIRNO_SPRITE_POSITION, WHITE);
break;
case LAUGH:
DrawTextureV(gs.AssetManager.load("cirno-laugh"), CIRNO_SPRITE_POSITION, WHITE);
break;
case RELAXED:
DrawTextureV(gs.AssetManager.load("cirno-relaxed"), CIRNO_SPRITE_POSITION, WHITE);
break;
}
}
inline Texture2D getCurrentScene(GameState &gs) {
switch (gs.curPos) {
case INSIDE:
return gs.AssetManager.load("inside");
break;
case OUTSIDE:
return gs.AssetManager.load(gs.flowerOnHead ? "outside2" : "outside");
break;
case FOREST:
return gs.AssetManager.load(gs.riceCakeEaten ? "forest2" : "forest");
break;
case MENU:
return gs.AssetManager.load("menu");
}
};
inline Texture2D getCurrentScene(GameState &gs, POSITION scene) {
switch (scene) {
case INSIDE:
return gs.AssetManager.load("inside");
break;
case OUTSIDE:
return gs.AssetManager.load(gs.flowerOnHead ? "outside2" : "outside");
break;
case FOREST:
return gs.AssetManager.load(gs.riceCakeEaten ? "forest2" : "forest");
break;
case MENU:
return gs.AssetManager.load("menu");
}
};
inline void DrawSceneChange(GameState &gs) {
if (gs.timeSinceSceneChange < TRANSITION_TIME) {
float t = Clamp(gs.timeSinceSceneChange / TRANSITION_TIME, 0.0f, 1.0f);
float a = 0.5f - 0.5f * cosf(t * PI);
DrawTextureV(getCurrentScene(gs, gs.prevPos),
ZERO_VEC,
ColorAlpha(WHITE, 1.0f - a));
DrawTextureV(getCurrentScene(gs, gs.curPos),
ZERO_VEC,
ColorAlpha(WHITE, a));
gs.timeSinceSceneChange = gs.timeSinceSceneChange + GetFrameTime();
} else {
gs.timeSinceSceneChange = -1.0f;
}
}
inline void changeSceneTo(GameState &gs, POSITION scene) {
gs.timeSinceSceneChange = 0;
gs.prevPos = gs.curPos;
gs.curPos = scene;
}
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